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(+4)

I found this extremely effective. 
My own dreams have always taken on a more unsettling or nightmarish angle, especially when I was younger, and I've really wanted to bring my dreams to life for others to experience, because they carry a lot of elements that work well in this type of exploratory game, or a game like Penumbra: Black Plague where you have to avoid being spotted by roving creeps and monsters.

I'm really impressed by the attention to Playstation 1 style graphical limitations and the slow tank controls. For a game that isn't asking the player to interact or run from things, tank controls work really well.

I'd be curious to learn what methods you used to craft this.

(+3)

Thank you! I'm glad to know someone else has these kinds of unsettling dreams that are not necessarily nightmares, but just very ominous in retrospect. I agree tank controls work so well for walking sims! Adds like an extra layer of depth to the walking, you know?

The game is made in Unity btw, I used Modus Interactive's PSX shaders, but I recommend using the Haunted PS1 Render Pipeline! The skyboxes are just tiling images put on a canvas at the far end of the camera's render frustum that rotates when you turn. The PSX shader also had the option to only render things from a short distance and cut it off per polygon which gives it that nice crusty low render distance feel. :)

(+2)

I love that someone has invented render pipelines just for demakes and such. It really is a special experience to play something that feels old.